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Re: [0.16.x] ShinyAngelGFX

Posted: Mon Mar 04, 2019 1:13 pm
by SuperSandro2000
Zombiee wrote:
Mon Mar 04, 2019 10:32 am
I was very very carefully not mentioning that as a brilliant strategy to avoid something.
To avoid what? I don't get it...

Re: [0.16.x] ShinyAngelGFX

Posted: Fri Mar 08, 2019 10:06 am
by Zombiee
Updated for 0.17. No changes, hydroplant mk3 will get colored soon.

Re: [0.16.x] ShinyAngelGFX

Posted: Fri Mar 08, 2019 11:49 am
by SuperSandro2000
Zombiee wrote:
Fri Mar 08, 2019 10:06 am
Updated for 0.17. No changes, hydroplant mk3 will get colored soon.
Thanks buddy!
and 1st after the update.

Re: [0.17.x] ShinyAngelGFX

Posted: Fri May 17, 2019 7:27 am
by ickputzdirwech
Zombiee wrote:
Fri Mar 08, 2019 10:06 am
Updated for 0.17. No changes, hydroplant mk3 will get colored soon.
Thank you for this mod! It really improves the gameplay in SeaBlock imo. But if I am not mistaken you have missed out the Algae Farm MK3 as well.

Re: [0.17.x] ShinyAngelGFX

Posted: Sun Aug 11, 2019 8:08 pm
by jgb
Feature request: Can we get different icons for Steam and Burner drills? I keep making steam drills by mistake :P

Re: [0.17.x] ShinyAngelGFX

Posted: Mon May 18, 2020 5:49 pm
by evandy
Lovely Santa said on discord:
you should report that shiny angels does not take recipe colors into account for the induction furnace, for the ingots in the animation :wink:
it's something i've added recently
'recently' a month ago
I think he's sad that all of us with shiny are missing out on his hard work. Supposedly not too hard; I'm sure you can ask him about it.

Re: [0.17.x] ShinyAngelGFX

Posted: Sun Jun 07, 2020 4:44 am
by kirazy
Hey Zombiee, could you set icon_size when you set your icons, please? :C

Image

Re: [0.17.x] ShinyAngelGFX

Posted: Wed Jun 10, 2020 8:18 pm
by doppelEben
would really appreciate a fix on this tho.

The mod owner wrote about the error:

https://mods.factorio.com/mod/reskins-b ... 000d2c4a52
This is a ShinyAngel bug. :C
He's changing where the icon is located without updating icon_size, as far as I can tell.
And since his icons are all 32x32 pixels, and mine are 64x64 pixels, and he's re-pointing an icon I previously set, it's breaking.

thanks in advance

Re: [0.17.x] ShinyAngelGFX

Posted: Wed Jun 10, 2020 8:47 pm
by valneq
doppelEben wrote:
Wed Jun 10, 2020 8:18 pm
would really appreciate a fix on this tho.

The mod owner wrote about the error:

https://mods.factorio.com/mod/reskins-b ... 000d2c4a52
This is a ShinyAngel bug. :C
He's changing where the icon is located without updating icon_size, as far as I can tell.
And since his icons are all 32x32 pixels, and mine are 64x64 pixels, and he's re-pointing an icon I previously set, it's breaking.

thanks in advance
This was fixed yesterday in ShinyAngelGFX 0.18.4, but the changelog does not mention it.

Re: [0.17.x] ShinyAngelGFX

Posted: Wed Jun 10, 2020 9:37 pm
by kirazy
valneq wrote:
Wed Jun 10, 2020 8:47 pm
This was fixed yesterday in ShinyAngelGFX 0.18.4, but the changelog does not mention it.
That's because it was technically fixed in 0.18.3.

Re: [0.17.x] ShinyAngelGFX

Posted: Sat Aug 22, 2020 10:10 am
by lovely_santa
Hi Zombiee,

As a follow-up on the original bug report of the casting machine not having an output fluid box defined, in this github report it came to my attention that the output fluid level is defined wrongly on the casting machine in ShinyAngelGFX. You should set the output fluid box level to 1 instead of -1. As of now, it doesn't want to output the liquid into the attached pipe (which has fluid box level equal to 0).

I've attached the same save file (so you can sync up the mods + see the issue) that was reported on github.

Re: [0.17.x] ShinyAngelGFX

Posted: Thu Nov 19, 2020 11:14 am
by TwoThrones
After a recent update of the "Angel's Smelting" mod, the "ShinyAngelGFX" mod stopped working.

Image